These homebrew rules are intended to make this deck less game-throwing, introducing more opportunities for small sidequests and interactions, and generally gain more net-positive interactions (though the magnitude of positives isn't as great as vanilla). This results in a more "light-hearted, easygoing" deck.

“This deck curiously has some altered effects compared to others of its kin. I have written these effects forthwith.” - T.B. 1472

Balance: Subtract 1 from any ability score. Add 1 to an ability score.

Comet: During the next hostile encounter, the DM chooses a foe. If you defeat the foe singlehandedly, you gain the ability to imbue a strike with extra power. You may score a critical hit on attack rolls of 19, which will additionally push the target back 5ft. This effect may only occur once per day, for a period of one year.

Donjon: You see a wanted poster. Within the next day, guardsmen from the nearest settlement will approach your party to take you captive for a perceived crime of the DM's choosing. They are granted full authority by the law to do so, and are the same level as you. If unresolved, this settlement will consider you and your party as fugitives from the law for a year.

Euryale: You take a -2 penalty on all saving throws, but an increase of 1AC for the next month.

The Fates: You gain the ability to cast resurrection once or kill one mortal being. To do so, you must make a successful unarmed attack. Until you take this action, a single strand of your hair will feature a consistent, warm glow. Death can be reversed with a Wish or Resurrection spell.

Flames: You are overcome with the feeling of dread and spot a glowing glyph. Within 24 hours, a monster from the Abyssal plane will attack you, with a CR roughly equal to that of your party. You are its only target, but your party may choose to intervene. The DM informs you that you gain a magical item of the DM's choice if you defeat the demon single-handedly.

Fool: Lose half your gold and draw two more cards. Discard one permanently, and activate the other anytime within 24 hours.

Gem: 10,000 shiny gold pieces and 10 gems each worth 1,000 gold visibly shower upon your position, and are accompanied by the sounds of treasure falling. This alerts any nearby creatures to investigate.

Puzzle: Your mind is perplexed and occupied by a boggling riddle. You have disadvantage on all wisdom and intelligence checks. Once per day, make a DC20 intelligence check. If you succeed, this effect is cancelled and you may permanently add 1/10 to either your intelligence or wisdom ability score for every day you failed your intelligence check, rounded up.

Jester: For the next 100 hours, gain +5 to your Charisma ability score modifier. During any social encounter resolved by a successful charisma check, an NPC will "tip" you an amount of gold pieces of the DMs choosing. Additionally, permanently gain proficiency in any musical instrument of your choosing.

Key: A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon. By a removable curse, this item is coveted by those you meet.

Knight: You gain the service of a fighter who is 3/4 your level, rounded down. The fighter is of the same race as you and serves you loyally, believing that only through death will they have repaid a debt to you. They seek to repay this debt at any reasonable opportunity. You control this character.

Moon: You are granted the ability to summon any entity 3 times, provided its level is half or less than your party's CR. You may choose the entity each time. This entity has no enmity or alliance to you, and it materializes at a point of your choosing, within 60 ft. This action can only be taken when the moon is visible at night.

Rogue: A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you.

Ruin: All forms of portable wealth that you carry or own, other than magic items, are transferred and visibly fly to an NPC of the DM's choosing at a speed of 50mph. Contracts and paperwork indicating ownership of non-portable items such as businesses, buildings, and land, teleport to the NPC and are altered to indicate their lawful ownership.

Skull: An avatar of death appears within 10 feet of you and requests a soul; either a willing sacrifice or your own in combat. If you provide a sacrifice, it must be made within 72 hours, or the avatar will turn hostile. If in combat, it warns all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death may be restored to life. If this card is resolved by a willing sacrifice, you and your party permanently gain advantage on all death saving throws.

Star: Increase one of your ability scores by 1. The score can't exceed 24. You additionally gain a pendant socketed with a Gem of Brightness.

Sun: A magical item chosen by the DM appears in your hands, and you gain 5 temporary hit points at dawn until you die.

Talons: Roll 1d6 for every magic item you are wearing. On a 1-4, the item dissolves into a magical powder that can be used as a substitute for any material component in spellcasting, worth its original gold value. On a 5-6, the item is unaffected. Artifacts in your possession are not affected.

Throne: You gain legal ownership of a stronghold and the land upon which it sits, worth up to 25,000GP, somewhere in the world. The DM chooses the location.

Vizier: At any time within one year, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.

The Void: A one-way portal draws you to a plane of existence of the DM's choosing. Your party may choose to follow. This portal closes after 30 seconds. After 72 hours, another one-way portal will bring you back to your previous plane of existence. This portal will likewise only be open for 30 seconds, and your party may choose to follow.